X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fevaluate.cpp;h=409024f1112685bcc97e0008d0bb23ee28c38dc9;hp=a06fcabd02baac3335e376d4a5988e95680a6f08;hb=7eda7335fd147c394de6aa13debc75f4b6639eb0;hpb=732323178680bddd3e45d43b3a5da1990133e723 diff --git a/src/evaluate.cpp b/src/evaluate.cpp index a06fcabd..409024f1 100644 --- a/src/evaluate.cpp +++ b/src/evaluate.cpp @@ -24,13 +24,53 @@ #include "bitcount.h" #include "evaluate.h" +#include "material.h" +#include "pawns.h" #include "thread.h" #include "ucioption.h" -using namespace Eval; - namespace { + // Struct EvalInfo contains various information computed and collected + // by the evaluation functions. + struct EvalInfo { + + // Pointers to material and pawn hash table entries + Material::Entry* mi; + Pawns::Entry* pi; + + // attackedBy[color][piece type] is a bitboard representing all squares + // attacked by a given color and piece type, attackedBy[color][ALL_PIECES] + // contains all squares attacked by the given color. + Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; + + // kingRing[color] is the zone around the king which is considered + // by the king safety evaluation. This consists of the squares directly + // adjacent to the king, and the three (or two, for a king on an edge file) + // squares two ranks in front of the king. For instance, if black's king + // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, + // f7, g7, h7, f6, g6 and h6. + Bitboard kingRing[COLOR_NB]; + + // kingAttackersCount[color] is the number of pieces of the given color + // which attack a square in the kingRing of the enemy king. + int kingAttackersCount[COLOR_NB]; + + // kingAttackersWeight[color] is the sum of the "weight" of the pieces of the + // given color which attack a square in the kingRing of the enemy king. The + // weights of the individual piece types are given by the variables + // QueenAttackWeight, RookAttackWeight, BishopAttackWeight and + // KnightAttackWeight in evaluate.cpp + int kingAttackersWeight[COLOR_NB]; + + // kingAdjacentZoneAttacksCount[color] is the number of attacks to squares + // directly adjacent to the king of the given color. Pieces which attack + // more than one square are counted multiple times. For instance, if black's + // king is on g8 and there's a white knight on g5, this knight adds + // 2 to kingAdjacentZoneAttacksCount[BLACK]. + int kingAdjacentZoneAttacksCount[COLOR_NB]; + }; + // Evaluation grain size, must be a power of 2 const int GrainSize = 8; @@ -200,27 +240,27 @@ namespace { // Function prototypes template - Value do_evaluate(const Position& pos, Value& margin, Info& ei); + Value do_evaluate(const Position& pos, Value& margin); template - void init_eval_info(const Position& pos, Info& ei); + void init_eval_info(const Position& pos, EvalInfo& ei); template - Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility); + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility); template - Score evaluate_king(const Position& pos, Info& ei, Value margins[]); + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]); template - Score evaluate_threats(const Position& pos, Info& ei); + Score evaluate_threats(const Position& pos, EvalInfo& ei); template - int evaluate_space(const Position& pos, Info& ei); + int evaluate_space(const Position& pos, EvalInfo& ei); template - Score evaluate_passed_pawns(const Position& pos, Info& ei); + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei); - Score evaluate_unstoppable_pawns(const Position& pos, Info& ei); + Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei); Value interpolate(const Score& v, Phase ph, ScaleFactor sf); Score weight_option(const std::string& mgOpt, const std::string& egOpt, Score internalWeight); @@ -236,8 +276,8 @@ namespace Eval { /// values, an endgame score and a middle game score, and interpolates /// between them based on the remaining material. - Value evaluate(const Position& pos, Value& margin, Info* ei) { - return do_evaluate(pos, margin, *ei); + Value evaluate(const Position& pos, Value& margin) { + return do_evaluate(pos, margin); } @@ -273,7 +313,6 @@ namespace Eval { Value margin; std::string totals; - Info ei; Search::RootColor = pos.side_to_move(); @@ -281,7 +320,7 @@ namespace Eval { TraceStream << std::showpoint << std::showpos << std::fixed << std::setprecision(2); memset(TracedScores, 0, 2 * 16 * sizeof(Score)); - do_evaluate(pos, margin, ei); + do_evaluate(pos, margin); totals = TraceStream.str(); TraceStream.str(""); @@ -317,10 +356,11 @@ namespace Eval { namespace { template -Value do_evaluate(const Position& pos, Value& margin, Info& ei) { +Value do_evaluate(const Position& pos, Value& margin) { assert(!pos.checkers()); + EvalInfo ei; Value margins[COLOR_NB]; Score score, mobilityWhite, mobilityBlack; Thread* th = pos.this_thread(); @@ -443,7 +483,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // pawn attacks. To be done at the beginning of the evaluation. template - void init_eval_info(const Position& pos, Info& ei) { + void init_eval_info(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -466,7 +506,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_outposts() evaluates bishop and knight outposts squares template - Score evaluate_outposts(const Position& pos, Info& ei, Square s) { + Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -492,7 +532,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_pieces<>() assigns bonuses and penalties to the pieces of a given color template - Score evaluate_pieces(const Position& pos, Info& ei, Score& mobility, Bitboard mobilityArea) { + Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score& mobility, Bitboard mobilityArea) { Bitboard b; Square s, ksq; @@ -602,31 +642,19 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { score += RookHalfOpenFileBonus; } - // Penalize rooks which are trapped inside a king. Penalize more if - // king has lost right to castle. if (mob > 6 || ei.pi->file_is_half_open(Us, f)) continue; ksq = pos.king_square(Us); - if ( file_of(ksq) >= FILE_E - && file_of(s) > file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s))) - { - // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_right(Us, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } - else if ( file_of(ksq) <= FILE_D - && file_of(s) < file_of(ksq) - && (relative_rank(Us, ksq) == RANK_1 || rank_of(ksq) == rank_of(s))) - { - // Is there a half-open file between the king and the edge of the board? - if (!ei.pi->has_open_file_to_left(Us, file_of(ksq))) - score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 - : (TrappedRookPenalty - mob * 16), 0); - } + // Penalize rooks which are trapped inside a king. Penalize more if + // king has lost right to castle. + if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) + && rank_of(ksq) == rank_of(s) + && relative_rank(Us, ksq) == RANK_1 + && !ei.pi->has_open_file_on_side(Us, file_of(ksq), file_of(ksq) < FILE_E)) + score -= make_score(pos.can_castle(Us) ? (TrappedRookPenalty - mob * 16) / 2 + : (TrappedRookPenalty - mob * 16), 0); } } @@ -641,7 +669,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // and the type of attacked one. template - Score evaluate_threats(const Position& pos, Info& ei) { + Score evaluate_threats(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -649,8 +677,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { Score score = SCORE_ZERO; // Undefended minors get penalized even if not under attack - undefendedMinors = pos.pieces(Them) - & (pos.pieces(BISHOP) | pos.pieces(KNIGHT)) + undefendedMinors = pos.pieces(Them, BISHOP, KNIGHT) & ~ei.attackedBy[Them][ALL_PIECES]; if (undefendedMinors) @@ -683,7 +710,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // pieces of a given color. template - Score evaluate_pieces_of_color(const Position& pos, Info& ei, Score& mobility) { + Score evaluate_pieces_of_color(const Position& pos, EvalInfo& ei, Score& mobility) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -708,7 +735,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_king<>() assigns bonuses and penalties to a king of a given color template - Score evaluate_king(const Position& pos, Info& ei, Value margins[]) { + Score evaluate_king(const Position& pos, EvalInfo& ei, Value margins[]) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -821,7 +848,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_passed_pawns<>() evaluates the passed pawns of the given color template - Score evaluate_passed_pawns(const Position& pos, Info& ei) { + Score evaluate_passed_pawns(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); @@ -872,16 +899,19 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { else unsafeSquares = squaresToQueen & (ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them)); - // If there aren't enemy attacks or pieces along the path to queen give - // huge bonus. Even bigger if we protect the pawn's path. - if (!unsafeSquares) - ebonus += Value(rr * (squaresToQueen == defendedSquares ? 17 : 15)); - else - // OK, there are enemy attacks or pieces (but not pawns). Are those - // squares which are attacked by the enemy also attacked by us ? - // If yes, big bonus (but smaller than when there are no enemy attacks), - // if no, somewhat smaller bonus. - ebonus += Value(rr * ((unsafeSquares & defendedSquares) == unsafeSquares ? 13 : 8)); + // If there aren't enemy attacks huge bonus, a bit smaller if at + // least block square is not attacked, otherwise smallest bonus. + int k = !unsafeSquares ? 15 : !(unsafeSquares & blockSq) ? 9 : 3; + + // Big bonus if the path to queen is fully defended, a bit less + // if at least block square is defended. + if (defendedSquares == squaresToQueen) + k += 6; + + else if (defendedSquares & blockSq) + k += (unsafeSquares & defendedSquares) == unsafeSquares ? 4 : 2; + + mbonus += Value(k * rr), ebonus += Value(k * rr); } } // rr != 0 @@ -919,7 +949,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // evaluate_unstoppable_pawns() evaluates the unstoppable passed pawns for both sides, this is quite // conservative and returns a winning score only when we are very sure that the pawn is winning. - Score evaluate_unstoppable_pawns(const Position& pos, Info& ei) { + Score evaluate_unstoppable_pawns(const Position& pos, EvalInfo& ei) { Bitboard b, b2, blockers, supporters, queeningPath, candidates; Square s, blockSq, queeningSquare; @@ -1084,7 +1114,7 @@ Value do_evaluate(const Position& pos, Value& margin, Info& ei) { // twice. Finally, the space bonus is scaled by a weight taken from the // material hash table. The aim is to improve play on game opening. template - int evaluate_space(const Position& pos, Info& ei) { + int evaluate_space(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE);